Compare commits
3 Commits
feature-en
...
15d8d1837d
Author | SHA1 | Date | |
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15d8d1837d | |||
e8f581dea8 | |||
5b8f97e871 |
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19
Assets/Scriptables/Waves/SpawnPack_Test.asset
generated
19
Assets/Scriptables/Waves/SpawnPack_Test.asset
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33
Assets/Scriptables/Waves/SpawnWave_Test.asset
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33
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@@ -1,181 +0,0 @@
|
|||||||
using RuntimeSet;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.Assertions;
|
|
||||||
|
|
||||||
namespace DefaultNamespace
|
|
||||||
{
|
|
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public class Enemy : MonoBehaviour
|
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{
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|
||||||
private enum BehaviorState
|
|
||||||
{
|
|
||||||
Create,
|
|
||||||
Spawning,
|
|
||||||
Chasing,
|
|
||||||
Attacking,
|
|
||||||
Feared,
|
|
||||||
Dead,
|
|
||||||
}
|
|
||||||
|
|
||||||
[SerializeField] private EnemyAttributesSO attributes;
|
|
||||||
[SerializeField] private EnemyRuntimeSetSO enemySet;
|
|
||||||
[SerializeField] private HeroUnitRuntimeSetSO heroSet;
|
|
||||||
[SerializeField] private GameObject target;
|
|
||||||
// TODO(zeph): Having behavior as a serialized member is convenient for
|
|
||||||
// experimentation early on so we can change it mid-play through the
|
|
||||||
// inspector, but later we'll more likely want it to be a property.
|
|
||||||
[SerializeField] private BehaviorState _behavior = BehaviorState.Spawning;
|
|
||||||
[SerializeField] private float _behaviorTime = 0;
|
|
||||||
[SerializeField] private float _fear = 0;
|
|
||||||
[SerializeField] private long _hp;
|
|
||||||
|
|
||||||
private void Update()
|
|
||||||
{
|
|
||||||
// When the current behavior indicates movement, we do it in Update
|
|
||||||
// to ensure it is smooth at all framerates.
|
|
||||||
if (_behavior != BehaviorState.Chasing && _behavior != BehaviorState.Feared)
|
|
||||||
{
|
|
||||||
// No movement.
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
if (target == null)
|
|
||||||
{
|
|
||||||
// No target. Find a new one.
|
|
||||||
Retarget();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
// TODO(zeph): how do we actually,, get SPD attribute
|
|
||||||
var spd = SpaceSpeed(1000, Time.deltaTime);
|
|
||||||
var to = Vector3.MoveTowards(transform.position, target.transform.position, spd);
|
|
||||||
if (_behavior == BehaviorState.Feared)
|
|
||||||
{
|
|
||||||
// Move away rather than toward.
|
|
||||||
// TODO(zeph): this will limit speed moving away by distance
|
|
||||||
// to target if we're close
|
|
||||||
to = transform.position - 2 * (transform.position - to);
|
|
||||||
}
|
|
||||||
transform.position = to;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void FixedUpdate()
|
|
||||||
{
|
|
||||||
// We do behavior changes in the fixed update so that enemy actions
|
|
||||||
// do not depend on the framerate. Since movement happens in
|
|
||||||
// Update, the overall effect as framerate varies is that enemies
|
|
||||||
// might change their behaviors at slightly different distances,
|
|
||||||
// but they'll always be in a given state for the same duration.
|
|
||||||
// TODO(zeph): we could probably do this with coroutines instead,
|
|
||||||
// also i still haven't read anything about the actual fsm system
|
|
||||||
_behaviorTime += Time.fixedDeltaTime;
|
|
||||||
float dd;
|
|
||||||
switch (_behavior)
|
|
||||||
{
|
|
||||||
case BehaviorState.Create:
|
|
||||||
// TODO(zeph): calculate starting hp from CON attribute
|
|
||||||
_hp = 1;
|
|
||||||
SetBehavior(BehaviorState.Spawning);
|
|
||||||
break;
|
|
||||||
case BehaviorState.Spawning:
|
|
||||||
// TODO(zeph): move spawn time to an asset
|
|
||||||
if (_behaviorTime >= 0.5)
|
|
||||||
{
|
|
||||||
Retarget();
|
|
||||||
SetBehavior(BehaviorState.Chasing);
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
case BehaviorState.Chasing:
|
|
||||||
dd = SquareDistanceToTarget();
|
|
||||||
// TODO(zeph): RNG attribute
|
|
||||||
if (dd <= SpaceRange(20000))
|
|
||||||
{
|
|
||||||
SetBehavior(BehaviorState.Attacking);
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
case BehaviorState.Attacking:
|
|
||||||
dd = SquareDistanceToTarget();
|
|
||||||
if (dd > SpaceRange(20000))
|
|
||||||
{
|
|
||||||
SetBehavior(BehaviorState.Chasing);
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
case BehaviorState.Feared:
|
|
||||||
if (_behaviorTime > _fear)
|
|
||||||
{
|
|
||||||
SetBehavior(BehaviorState.Chasing);
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
case BehaviorState.Dead:
|
|
||||||
// do nothing
|
|
||||||
break;
|
|
||||||
default:
|
|
||||||
// TODO(zeph): unreachable
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
if (_behavior != BehaviorState.Dead && _hp == 0)
|
|
||||||
{
|
|
||||||
SetBehavior(BehaviorState.Dead);
|
|
||||||
// TODO(zeph): put a dead time constant somewhere
|
|
||||||
Destroy(gameObject, 10f);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnEnable()
|
|
||||||
{
|
|
||||||
Assert.IsNotNull(enemySet);
|
|
||||||
enemySet.Add(this);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnDisable()
|
|
||||||
{
|
|
||||||
enemySet.Remove(this);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Retarget()
|
|
||||||
{
|
|
||||||
if (heroSet.IsEmpty)
|
|
||||||
{
|
|
||||||
// No heroes to target.
|
|
||||||
// TODO(zeph): switch to a special behavior?
|
|
||||||
target = null;
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
// TODO(zeph): target based on threat, once threat exists
|
|
||||||
var k = Random.Range(0, heroSet.Count);
|
|
||||||
target = heroSet[k].gameObject;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void SetBehavior(BehaviorState behavior)
|
|
||||||
{
|
|
||||||
_behavior = behavior;
|
|
||||||
_behaviorTime = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
private float SquareDistanceToTarget()
|
|
||||||
{
|
|
||||||
return Vector3.Magnitude(transform.position - target.transform.position);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Fear(float dur)
|
|
||||||
{
|
|
||||||
// If the enemy is already feared for a longer duration, don't
|
|
||||||
// shorten it.
|
|
||||||
if (_behavior == BehaviorState.Feared && _fear - _behaviorTime >= dur)
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
_fear = dur;
|
|
||||||
SetBehavior(BehaviorState.Feared);
|
|
||||||
}
|
|
||||||
|
|
||||||
private static float SpaceSpeed(long spd, float dt)
|
|
||||||
{
|
|
||||||
// For now, treat SPD as units of ten thousandths of a unit per second.
|
|
||||||
return (spd / 10000) * dt;
|
|
||||||
}
|
|
||||||
|
|
||||||
private static float SpaceRange(long rng)
|
|
||||||
{
|
|
||||||
// Treat RNG as units of ten thousandths of a sqrt-meter.
|
|
||||||
return rng / 10000;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
3
Assets/Scripts/Enemy.cs.meta
generated
3
Assets/Scripts/Enemy.cs.meta
generated
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 0ce366659158473783c8d53d2f3fc5f5
|
|
||||||
timeCreated: 1690856221
|
|
3
Assets/Scripts/Events.meta
generated
3
Assets/Scripts/Events.meta
generated
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 5741392326404cb387003f002d90acee
|
|
||||||
timeCreated: 1690857552
|
|
@@ -1,17 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using UnityEngine.Events;
|
|
||||||
using Wave;
|
|
||||||
|
|
||||||
namespace Events
|
|
||||||
{
|
|
||||||
[CreateAssetMenu(menuName = "Events/Spawn Wave Event")]
|
|
||||||
public class SpawnWaveEventSO : ScriptableObject
|
|
||||||
{
|
|
||||||
public event UnityAction<SpawnWaveSO> OnEventRaised;
|
|
||||||
|
|
||||||
public void RaiseEvent(SpawnWaveSO spawnWave)
|
|
||||||
{
|
|
||||||
OnEventRaised?.Invoke(spawnWave);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
3
Assets/Scripts/Events/SpawnWaveEventSO.cs.meta
generated
3
Assets/Scripts/Events/SpawnWaveEventSO.cs.meta
generated
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 908e283bf3a54c859a0771fd8aed7bce
|
|
||||||
timeCreated: 1690857571
|
|
16
Assets/Scripts/HeroPartySO.cs
Normal file
16
Assets/Scripts/HeroPartySO.cs
Normal file
@@ -0,0 +1,16 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Collections.ObjectModel;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
[CreateAssetMenu(fileName = "HeroParty", menuName = "Hero Party")]
|
||||||
|
public class HeroPartySO : ScriptableObject
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
private List<HeroUnit> unitList = new List<HeroUnit>();
|
||||||
|
public ReadOnlyCollection<HeroUnit> UnitList => unitList.AsReadOnly();
|
||||||
|
|
||||||
|
public void Add(HeroUnit unit) { unitList.Add(unit); }
|
||||||
|
public void Remove(HeroUnit unit) { unitList.Remove(unit); }
|
||||||
|
public int Count => unitList.Count;
|
||||||
|
}
|
11
Assets/Scripts/HeroPartySO.cs.meta
generated
Normal file
11
Assets/Scripts/HeroPartySO.cs.meta
generated
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f0603cf6e7f1d884e89c3eb6a478a96c
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@@ -1,8 +1,8 @@
|
|||||||
using System.Runtime.CompilerServices;
|
using System.Collections;
|
||||||
using RuntimeSet;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.Assertions;
|
|
||||||
|
|
||||||
|
using System.Runtime.CompilerServices;
|
||||||
[assembly: InternalsVisibleTo("TestsPlaymode")]
|
[assembly: InternalsVisibleTo("TestsPlaymode")]
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -16,17 +16,21 @@ public class HeroUnit : MonoBehaviour
|
|||||||
[SerializeField] private long level;
|
[SerializeField] private long level;
|
||||||
[SerializeField] private long xp;
|
[SerializeField] private long xp;
|
||||||
[SerializeField] private HeroAttributesSO attrs;
|
[SerializeField] private HeroAttributesSO attrs;
|
||||||
[SerializeField] private HeroUnitRuntimeSetSO _party;
|
[SerializeField] private HeroPartySO party;
|
||||||
internal HeroUnitRuntimeSetSO party => _party;
|
|
||||||
|
|
||||||
private void OnEnable()
|
private void OnEnable()
|
||||||
{
|
{
|
||||||
Assert.IsNotNull(_party);
|
// NOTE(zeph): Party is mandatory. If none is set, we want an exception.
|
||||||
_party.Add(this);
|
party.Add(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnDisable()
|
private void OnDisable()
|
||||||
{
|
{
|
||||||
_party.Remove(this);
|
party.Remove(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
internal HeroPartySO getParty()
|
||||||
|
{
|
||||||
|
return party;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
3
Assets/Scripts/Level.meta
generated
3
Assets/Scripts/Level.meta
generated
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: eb1638a1c58a4878adf9166dddc40738
|
|
||||||
timeCreated: 1690927890
|
|
@@ -1,18 +0,0 @@
|
|||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
using Wave;
|
|
||||||
|
|
||||||
namespace Level
|
|
||||||
{
|
|
||||||
public class LevelDirector : MonoBehaviour
|
|
||||||
{
|
|
||||||
[SerializeField] private WaveSpawner waveSpawner;
|
|
||||||
[SerializeField] private List<SpawnWaveSO> spawnWaves;
|
|
||||||
|
|
||||||
private void Start()
|
|
||||||
{
|
|
||||||
waveSpawner.Begin(spawnWaves);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
3
Assets/Scripts/Level/LevelDirector.cs.meta
generated
3
Assets/Scripts/Level/LevelDirector.cs.meta
generated
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: a91533ae182d470c88ce779956713e02
|
|
||||||
timeCreated: 1690927896
|
|
3
Assets/Scripts/RuntimeSet.meta
generated
3
Assets/Scripts/RuntimeSet.meta
generated
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: e9f6f30f3d8e4445a4a25d03245b2645
|
|
||||||
timeCreated: 1691632737
|
|
@@ -1,10 +0,0 @@
|
|||||||
using DefaultNamespace;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace RuntimeSet
|
|
||||||
{
|
|
||||||
[CreateAssetMenu(fileName = "EnemyRuntimeSet",menuName = "Runtime Set/Enemy")]
|
|
||||||
public class EnemyRuntimeSetSO : RuntimeSetSO<Enemy>
|
|
||||||
{
|
|
||||||
}
|
|
||||||
}
|
|
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 5f1e329a7f6343f88553db21ffb55693
|
|
||||||
timeCreated: 1690858329
|
|
@@ -1,9 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace RuntimeSet
|
|
||||||
{
|
|
||||||
[CreateAssetMenu(fileName = "EnemyRuntimeSet",menuName = "Runtime Set/Hero Unit")]
|
|
||||||
public class HeroUnitRuntimeSetSO : RuntimeSetSO<HeroUnit>
|
|
||||||
{
|
|
||||||
}
|
|
||||||
}
|
|
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 0ec1a0df7a5949a2959596c722680f76
|
|
||||||
timeCreated: 1691632762
|
|
@@ -1,43 +0,0 @@
|
|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace RuntimeSet
|
|
||||||
{
|
|
||||||
public abstract class RuntimeSetSO<T> : ScriptableObject, IEnumerable<T>
|
|
||||||
{
|
|
||||||
[HideInInspector] [SerializeField] private List<T> items = new();
|
|
||||||
|
|
||||||
protected IReadOnlyCollection<T> Items => items;
|
|
||||||
public bool IsEmpty => items.Count == 0;
|
|
||||||
public int Count => items.Count;
|
|
||||||
|
|
||||||
public void Add(T item)
|
|
||||||
{
|
|
||||||
if (!items.Contains(item))
|
|
||||||
{
|
|
||||||
items.Add(item);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Remove(T item)
|
|
||||||
{
|
|
||||||
if (items.Contains(item))
|
|
||||||
{
|
|
||||||
items.Remove(item);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public IEnumerator<T> GetEnumerator()
|
|
||||||
{
|
|
||||||
return items.GetEnumerator();
|
|
||||||
}
|
|
||||||
|
|
||||||
IEnumerator IEnumerable.GetEnumerator()
|
|
||||||
{
|
|
||||||
return GetEnumerator();
|
|
||||||
}
|
|
||||||
|
|
||||||
public T this[int index] { get { return items[index]; } }
|
|
||||||
}
|
|
||||||
}
|
|
3
Assets/Scripts/RuntimeSet/RuntimeSetSO.cs.meta
generated
3
Assets/Scripts/RuntimeSet/RuntimeSetSO.cs.meta
generated
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 942f0916a83b433891dd4c6a9bbb50fd
|
|
||||||
timeCreated: 1690858304
|
|
3
Assets/Scripts/Wave.meta
generated
3
Assets/Scripts/Wave.meta
generated
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 6515ffdab88e4d23b8f09dace4a2157a
|
|
||||||
timeCreated: 1690921607
|
|
@@ -1,9 +0,0 @@
|
|||||||
namespace Wave
|
|
||||||
{
|
|
||||||
public enum SpawnDistribution
|
|
||||||
{
|
|
||||||
Uniform,
|
|
||||||
Random,
|
|
||||||
DiskRandom
|
|
||||||
}
|
|
||||||
}
|
|
3
Assets/Scripts/Wave/SpawnDistribution.cs.meta
generated
3
Assets/Scripts/Wave/SpawnDistribution.cs.meta
generated
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 2a4df8269a27463eaf87da9ae1283dcb
|
|
||||||
timeCreated: 1690925288
|
|
@@ -1,32 +0,0 @@
|
|||||||
using System.Collections.Generic;
|
|
||||||
using System.Collections.ObjectModel;
|
|
||||||
using DefaultNamespace;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.Assertions;
|
|
||||||
|
|
||||||
namespace Wave
|
|
||||||
{
|
|
||||||
[CreateAssetMenu(fileName = "SpawnPack", menuName = "Spawn/Pack", order = 0)]
|
|
||||||
public class SpawnPackSO : ScriptableObject
|
|
||||||
{
|
|
||||||
[SerializeField] private List<Enemy> possibleEnemies;
|
|
||||||
[SerializeField] [Min(0)] private int minCount;
|
|
||||||
[SerializeField] [Min(0)] private int maxCount;
|
|
||||||
|
|
||||||
public ReadOnlyCollection<Enemy> EnemiesToSpawn()
|
|
||||||
{
|
|
||||||
Assert.IsTrue(possibleEnemies.Count > 0);
|
|
||||||
|
|
||||||
var count = Random.Range(minCount, maxCount);
|
|
||||||
var enemiesToSpawn = new List<Enemy>();
|
|
||||||
|
|
||||||
for (var i = 0; i < count; i++)
|
|
||||||
{
|
|
||||||
var enemyIndex = Random.Range(0, possibleEnemies.Count);
|
|
||||||
enemiesToSpawn.Add(possibleEnemies[enemyIndex]);
|
|
||||||
}
|
|
||||||
|
|
||||||
return enemiesToSpawn.AsReadOnly();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
3
Assets/Scripts/Wave/SpawnPackSO.cs.meta
generated
3
Assets/Scripts/Wave/SpawnPackSO.cs.meta
generated
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 52673fed940f4a67b5a08641a55feff6
|
|
||||||
timeCreated: 1690938542
|
|
@@ -1,27 +0,0 @@
|
|||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.Serialization;
|
|
||||||
|
|
||||||
namespace Wave
|
|
||||||
{
|
|
||||||
[CreateAssetMenu(fileName = "SpawnWave", menuName = "Spawn/Wave", order = 0)]
|
|
||||||
public class SpawnWaveSO : ScriptableObject
|
|
||||||
{
|
|
||||||
[SerializeField] private List<SpawnPackSO> packs;
|
|
||||||
[SerializeField] private SpawnDistribution distribution;
|
|
||||||
[SerializeField] [Min(10)] private float radius;
|
|
||||||
[SerializeField] [Min(0)] private float packRadius;
|
|
||||||
[SerializeField] [Min(0)] private float timeBetweenSpawns;
|
|
||||||
[SerializeField] [Min(0)] private float timeBetweenPacks;
|
|
||||||
[SerializeField] [Min(0)] private float timeToComplete;
|
|
||||||
|
|
||||||
|
|
||||||
public IReadOnlyCollection<SpawnPackSO> Packs => packs;
|
|
||||||
public SpawnDistribution Distribution => distribution;
|
|
||||||
public float Radius => radius;
|
|
||||||
public float PackRadius => packRadius;
|
|
||||||
public float TimeBetweenSpawns => timeBetweenSpawns;
|
|
||||||
public float TimeBetweenPacks => timeBetweenPacks;
|
|
||||||
public float TimeToComplete => timeToComplete;
|
|
||||||
}
|
|
||||||
}
|
|
3
Assets/Scripts/Wave/SpawnWaveSO.cs.meta
generated
3
Assets/Scripts/Wave/SpawnWaveSO.cs.meta
generated
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 17a69c35e3e64b6d9f655533478f9772
|
|
||||||
timeCreated: 1690856578
|
|
@@ -1,121 +0,0 @@
|
|||||||
using System;
|
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.Linq;
|
|
||||||
using DefaultNamespace;
|
|
||||||
using Events;
|
|
||||||
using RuntimeSet;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.Assertions;
|
|
||||||
using Random = UnityEngine.Random;
|
|
||||||
|
|
||||||
namespace Wave
|
|
||||||
{
|
|
||||||
public class WaveSpawner : MonoBehaviour
|
|
||||||
{
|
|
||||||
[SerializeField] private SpawnWaveEventSO startNewSpawnWaveEventChannel;
|
|
||||||
[SerializeField] private SpawnWaveEventSO endSpawnWaveEventChannel;
|
|
||||||
|
|
||||||
[SerializeField] private EnemyRuntimeSetSO enemyRuntimeSet;
|
|
||||||
[SerializeField] private Transform spawnCenter;
|
|
||||||
[SerializeField] private float minimumSpawnRadius;
|
|
||||||
[SerializeField] [Min(0)] private float timeBetweenClearedWaves;
|
|
||||||
[SerializeField] [Min(0)] private float timeBeforeFirstWave;
|
|
||||||
|
|
||||||
private float _timeSinceLastSpawnWaveStarted;
|
|
||||||
private Coroutine _handleSpawnWaves;
|
|
||||||
|
|
||||||
private bool HasWaveBeenCleared => enemyRuntimeSet.IsEmpty;
|
|
||||||
|
|
||||||
public void Begin(IEnumerable<SpawnWaveSO> spawnWaves)
|
|
||||||
{
|
|
||||||
Assert.IsNull(_handleSpawnWaves);
|
|
||||||
_handleSpawnWaves = StartCoroutine(CO_HandleSpawnWaves(spawnWaves));
|
|
||||||
}
|
|
||||||
|
|
||||||
public void End()
|
|
||||||
{
|
|
||||||
StopCoroutine(_handleSpawnWaves);
|
|
||||||
}
|
|
||||||
|
|
||||||
private IEnumerator CO_HandleSpawnWaves(IEnumerable<SpawnWaveSO> spawnWaves)
|
|
||||||
{
|
|
||||||
yield return new WaitForSeconds(timeBeforeFirstWave);
|
|
||||||
|
|
||||||
foreach (var spawnWave in spawnWaves)
|
|
||||||
{
|
|
||||||
startNewSpawnWaveEventChannel.RaiseEvent(spawnWave);
|
|
||||||
yield return SpawnWave(spawnWave);
|
|
||||||
_timeSinceLastSpawnWaveStarted = 0.0f;
|
|
||||||
|
|
||||||
yield return new WaitUntil(() => _timeSinceLastSpawnWaveStarted >= spawnWave.TimeToComplete || HasWaveBeenCleared);
|
|
||||||
|
|
||||||
endSpawnWaveEventChannel.RaiseEvent(spawnWave);
|
|
||||||
|
|
||||||
if (HasWaveBeenCleared)
|
|
||||||
{
|
|
||||||
yield return new WaitForSeconds(timeBetweenClearedWaves);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private IEnumerator SpawnWave(SpawnWaveSO spawnWave)
|
|
||||||
{
|
|
||||||
var enemyPacksToSpawn = spawnWave.Packs.Select(pack => pack.EnemiesToSpawn()).ToList().AsReadOnly();
|
|
||||||
|
|
||||||
for (var packN = 0; packN < enemyPacksToSpawn.Count; packN++)
|
|
||||||
{
|
|
||||||
var waveCompletionPercentage = (float)packN / (float)enemyPacksToSpawn.Count;
|
|
||||||
|
|
||||||
var enemyPackSpawnOffset = SampleSpawnOffset(spawnWave.Distribution, spawnWave.Radius, waveCompletionPercentage);
|
|
||||||
enemyPackSpawnOffset += enemyPackSpawnOffset.normalized * (minimumSpawnRadius + spawnWave.PackRadius);
|
|
||||||
|
|
||||||
var enemyPackSpawnPosition = spawnCenter.position + enemyPackSpawnOffset;
|
|
||||||
|
|
||||||
var enemyPackToSpawn = enemyPacksToSpawn[packN];
|
|
||||||
for (var enemyN = 0; enemyN < enemyPackToSpawn.Count; enemyN++)
|
|
||||||
{
|
|
||||||
var packCompletionPercentage = (float)enemyN / (float)enemyPackToSpawn.Count;
|
|
||||||
var enemySpawnOffset = SampleSpawnOffset(SpawnDistribution.DiskRandom, spawnWave.PackRadius, packCompletionPercentage);
|
|
||||||
var enemySpawnPosition = enemyPackSpawnPosition + enemySpawnOffset;
|
|
||||||
|
|
||||||
var spawnedEnemy = Instantiate(enemyPackToSpawn[enemyN], enemySpawnPosition, Quaternion.identity);
|
|
||||||
enemyRuntimeSet.Add(spawnedEnemy);
|
|
||||||
|
|
||||||
if (spawnWave.TimeBetweenSpawns > 0.0f)
|
|
||||||
{
|
|
||||||
yield return new WaitForSeconds(spawnWave.TimeBetweenSpawns);
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
if (spawnWave.TimeBetweenPacks > 0.0f)
|
|
||||||
{
|
|
||||||
yield return new WaitForSeconds(spawnWave.TimeBetweenPacks);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private static Vector3 SampleSpawnOffset(SpawnDistribution distribution, float radius, float completionPercentage)
|
|
||||||
{
|
|
||||||
// TODO (Michael): Both the pack and enemy position samplers need to be a bit smarter. I think in most scenarios the pack circle just needs to not overlap with other pack circles.
|
|
||||||
// The enemy spawns probably need something like a poission disk sampler so that monsters dont overlap. The enemy spawn radius at the pack's position should also probably scale with the size of the pack.
|
|
||||||
var angle = completionPercentage * 2 * MathF.PI;
|
|
||||||
var unitCirclePosition = Random.insideUnitCircle;
|
|
||||||
var swizzledUnitCirclePosition = new Vector3(unitCirclePosition.x, 0, unitCirclePosition.y);
|
|
||||||
|
|
||||||
return distribution switch
|
|
||||||
{
|
|
||||||
SpawnDistribution.Uniform => new Vector3(Mathf.Cos(angle), 0, Mathf.Sin(angle)) * radius,
|
|
||||||
SpawnDistribution.Random => swizzledUnitCirclePosition.normalized * radius,
|
|
||||||
SpawnDistribution.DiskRandom => swizzledUnitCirclePosition * radius,
|
|
||||||
_ => throw new ArgumentOutOfRangeException(nameof(distribution), distribution, null)
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Update()
|
|
||||||
{
|
|
||||||
_timeSinceLastSpawnWaveStarted += Time.deltaTime;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
3
Assets/Scripts/Wave/WaveSpawner.cs.meta
generated
3
Assets/Scripts/Wave/WaveSpawner.cs.meta
generated
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: bb718e52728142e4a8db081fd6a36a70
|
|
||||||
timeCreated: 1690856916
|
|
179
Assets/TestEnemy Variant.prefab
generated
179
Assets/TestEnemy Variant.prefab
generated
@@ -1,179 +0,0 @@
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7
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7
Assets/TestEnemy.prefab.meta
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7
Assets/TestEnemy.prefab.meta
generated
@@ -1,7 +0,0 @@
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fileFormatVersion: 2
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@@ -1,4 +1,5 @@
|
|||||||
using System.Collections;
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
using NUnit.Framework;
|
using NUnit.Framework;
|
||||||
using UnityEditor;
|
using UnityEditor;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
@@ -13,10 +14,11 @@ public class HeroPartyTest
|
|||||||
Assert.IsNotNull(prefab);
|
Assert.IsNotNull(prefab);
|
||||||
var instance = Object.Instantiate(prefab);
|
var instance = Object.Instantiate(prefab);
|
||||||
var hero = instance.GetComponent<HeroUnit>();
|
var hero = instance.GetComponent<HeroUnit>();
|
||||||
|
var party = hero.getParty();
|
||||||
yield return null;
|
yield return null;
|
||||||
Assert.AreEqual(1, hero.party.Count);
|
Assert.AreEqual(1, party.Count);
|
||||||
Object.Destroy(instance);
|
Object.Destroy(instance);
|
||||||
yield return null;
|
yield return null;
|
||||||
Assert.IsEmpty(hero.party);
|
Assert.IsEmpty(party.UnitList);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Reference in New Issue
Block a user